After the high racket of fighting dies down, Dopey the Hobbet Fighter, Ledigar the Tracker, Fried the Fighter, Zem the Dwarf Fighter, and Sister Arian proceed down the unexplored passage... it proves somewhat uneven, but remains illuminated by a couple of low torches. Dopey finds himself in the lead as the corridor curls around somewhat to the left to reveal an open, arched entry into another chamber, on 30ft further ahead. In the dim light therein, it appears there is a large stone obstruction almost immediately inside the archway, and echoes of a panicky goblin voice carry into the passage...

Is the stone obstruction flush to the end of the passage, blocking all entrance to the room; or is it offset by by a distance, merely screening the room from view but allowing enterance around its sides?

Zem the Dwarf squints in the dim light, but sees no murder holes or other trickery in the stonework.

Meanwhile Dopey the Hobbet observes what everyone else immediately sees: that the flat-faced stone--much like a 6ft high wall--is set a few feet inside the entrance, screening the room beyond and moreover funneling any foot traffic immediately left or right...

Leudigar follows Dopey to the obstruction in the doorway, but chooses to go the opposite direction of the hobbet. So if the hobbet turns left around the obstruction, Leudigar turns right, and vice versa.

Dopey takes a look up at the cieling; should the tunnel prove to be 10' or greater in height:

"Give me a hand up onto this wall," he whispers to Leudigar. "I'm not one for going in blind around corners."

Should the tunnel prove to be taller than the 6' wall, but not allow sufficient clearance for a hobbet to stand atop the partition wall:

Dopey throws down his pack against the partition wall and steps up onto it, standing on the tips of his toes for a peek over the top of the wall.

Should the tunnel prove no higher than the screening wall:

Dopey pauses a moment to think, then heads to the right. He reasons that that when rounding the corner from this direction his shield will be interposed between himself and whatever lies beyond, and his bladearm will be free.

Dopey steps through the arch and discerns that he is in a narrower passage. To his right it runs to a dim dead-end about 20ft away. To his left it runs around a right-angle corner where a burning torch crackles upon the wall. There is ample ceiling space above the wall immediately before him, so he drops his pack of the floor and clambers upon it in order to reach the lip of the wall with his finger tips. Stretch as he might, Dopey the Hobbet is just too short.

Leudigar strides in behind him, checking left and right.

"Give me a hand up onto this wall,"Dopey whispers over his shoulder and, with only a moment's pause, Leudigar obliges, cupping his hands for a step, and boosting the Hobbet up so that he can get a firm grip on the top of the wall.

Dopey hoists himself carefully up (using Leudigar as a step ladder) to peek over the lip of the wall...

...whereupon his Hobbet eyes do spy a shadowy loft above the main room; a dog-leg ledge mayhap 10ft wide above the dividing wall and overlooking the ante and an illuminated space beyond the wall which is yet below his line of sight, and from whence the muttering of low voices doth carry to his impeccable ears...

Dungeon Exploration Turn 5, second moveThis turn is spent clambering, climbing, and spying over the edge.

So the muttering voices are coming from the illuminated space beyond the ante? Or they are coming from the ledge? Does there appear to be any access to the ledge? Is it accessible from the top of the wall the hobbet is peering over?